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Some cvar cleanup
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1 changed files with 65 additions and 37 deletions
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@ -195,62 +195,90 @@ void R_Init (void)
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Cmd_AddCommand ("envmap", R_Envmap_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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r_norefresh = Cvar_Get ("r_norefresh","0",0,"None");
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r_lightmap = Cvar_Get ("r_lightmap","0",0,"None");
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r_fullbright = Cvar_Get ("r_fullbright","0",0,
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r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE,
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"None");
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r_lightmap = Cvar_Get ("r_lightmap", "0", CVAR_NONE,
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"None");
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r_fullbright = Cvar_Get ("r_fullbright", "0", CVAR_NONE,
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"Toggles whether light shading is in effect");
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r_drawentities = Cvar_Get ("r_drawentities","1",0,
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r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE,
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"Toggles drawing of doors, monsters, etc");
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r_drawviewmodel = Cvar_Get ("r_drawviewmodel","1",0,
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r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_NONE,
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"Toggles drawing of your weapon");
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r_shadows = Cvar_Get ("r_shadows","0",0,"None");
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r_wateralpha = Cvar_Get ("r_wateralpha","1",0,"None");
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r_dynamic = Cvar_Get ("r_dynamic","1",0,"Toggles dynamic lighting");
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r_novis = Cvar_Get ("r_novis","0",0,"None");
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r_speeds = Cvar_Get ("r_speeds","0",0,
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r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE,
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"None");
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r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE,
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"Alpha value for water textures, valid range is "
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"between 0 and 1. Leave it at 1 unless you have "
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"maps which are vis'd for wateralpha.");
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r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE,
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"Toggles dynamic lighting");
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r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE,
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"Toggles whether or not to ignore vis information. "
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"Leave it at 0 to avoid a nasty FPS hit.");
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r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE,
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"Toggles display of drawing time");
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#ifdef QUAKEWORLD
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r_netgraph = Cvar_Get ("r_netgraph","0",0,"Toggles the netgraph");
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r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE,
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"Toggles the netgraph");
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#endif /* QUAKEWORLD */
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r_fog = Cvar_Get ("r_fog","0",0,"None");
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r_waterwarp = Cvar_Get ("r_waterwarp","0",0,
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r_fog = Cvar_Get ("r_fog", "0", CVAR_NONE,
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"The amount og global fog to apply. Values larger "
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"than 0.0005 don't look very good.");
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r_waterwarp = Cvar_Get ("r_waterwarp", "0", CVAR_NONE,
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"Toggles whether surfaces are warped when in a liquid");
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r_volfog = Cvar_Get ("r_volfog","0",0,"None");
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r_waterripple = Cvar_Get ("r_waterripple","0",0,"None");
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r_clearcolor = Cvar_Get ("r_clearcolor","2",0,"None");
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r_sky = Cvar_Get ("r_sky", "0", CVAR_NONE, "Toggles skyboxes");
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r_volfog = Cvar_Get ("r_volfog", "0", CVAR_NONE,
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"volumetric fog - don't use this yet");
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r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE,
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"The amount of ripple to add to liquid surfaces, "
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"values of 5 to 8 or so seem to work well, works "
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"best with maps which are vised for wateralpha");
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r_clearcolor = Cvar_Get ("r_clearcolor", "2", 0,
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"this is the color of \"void space\"");
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r_sky = Cvar_Get ("r_sky", "0", CVAR_NONE,
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"Toggles skyboxes");
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r_skyname = Cvar_Get ("r_skyname", "sky", CVAR_NONE,
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"Sets the name of the current skybox");
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gl_clear = Cvar_Get ("gl_clear","0",0,"None");
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gl_texsort = Cvar_Get ("gl_texsort","1",0,"None");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE,
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"Toggles whether or not to clear void space");
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gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE,
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"None");
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if (gl_mtexable)
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gl_texsort->value = 0.0;
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Cvar_Set (gl_texsort, "0");
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gl_cull = Cvar_Get ("gl_cull","1",0,"None");
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gl_smoothmodels = Cvar_Get ("gl_smoothmodels","1",0,"None");
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gl_affinemodels = Cvar_Get ("gl_affinemodels","0",0,"None");
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gl_polyblend = Cvar_Get ("gl_polyblend","1",0,"None");
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gl_flashblend = Cvar_Get ("gl_flashblend","1",0,"None");
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gl_playermip = Cvar_Get ("gl_playermip","0",0,"None");
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gl_nocolors = Cvar_Get ("gl_nocolors","0",0,"None");
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gl_finish = Cvar_Get ("gl_finish","0",0,"None");
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gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE,
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"None");
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gl_smoothmodels = Cvar_Get ("gl_smoothmodels", "1", CVAR_NONE,
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"None");
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gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE,
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"None");
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gl_polyblend = Cvar_Get ("gl_polyblend", "1", CVAR_NONE,
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"None");
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gl_flashblend = Cvar_Get ("gl_flashblend", "1", CVAR_NONE,
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"Toggles whether or not to use flashblend effect "
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"for dynamic lights. Turning this off looks very "
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"cool, but can cost a few FPS for the effect");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE,
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"None");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE,
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"None");
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gl_finish = Cvar_Get ("gl_finish", "0", CVAR_NONE,
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"None");
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gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE,
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"Toggles and sets the size of particles");
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gl_fires = Cvar_Get ("gl_fires", "1", CVAR_ARCHIVE,
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"Toggles lavaball and rocket fireballs");
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#ifdef QUAKEWORLD
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions","1",0,"None");
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#else
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions","0",0,"None");
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#endif
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE,
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"None");
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R_InitBubble();
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gl_doubleeyes = Cvar_Get ("gl_doubleeyes","1",CVAR_ARCHIVE,"None");
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gl_doubleeyes = Cvar_Get ("gl_doubleeyes", "1", CVAR_ARCHIVE,
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"None");
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R_InitParticles ();
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R_InitParticleTexture ();
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